[osg-users] osgText and Texture
Hi, I created a texture and set to a camera. Another camera was set to a text. Text and the texture are in different views. Always the text goes behind the texture. What needs to be done to make the text appear always in front? I tried by setting the texture state's rendering hint as TRANSPARENT. But couldn 't any change. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26342#26342 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] View-dependent OverlayNode w/o CoordinateSystemNode?
Hi Chris, Chris Long wrote: Hi, Thanks a lot for the quick reply. Yes, that's definitely an improvement. The demos now work better. VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY looks good. But with VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY, the geometry that the overlay is pasted onto still turns all black in the osganimate and osgspheresegment demos. Changing the zfar doesn't seem to matter; using getPoints instead of computeSilhouette is what does it. Unfortunately, it doesn't solve my underlying problem (yet), which is needing to overlay geometry that's far apart. When I run my app with this modification, the overlaid geometry shows up in view-dependent mode (yay!), but it's still rendering all the overlaid geometry so the quality of the overlaid texture degrades as the bounding box of the overlayid geometry increases (boo!). I tried it both with perspective and orthographic rendering. I'm thinking now that maybe if I look more into computeSilhouette I might be able to get it to do what I want. But if you (or someone else) has any ideas about it or about other approaches, I'd love to hear it. Only other advice I have is to look at this discussion and patch: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/4260 I'm not sure if this was ever integrated. I've not had success with VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY either, I also encounter some strange cases from some viewing angles, but I've just never had the time to investigate further... rgds jp Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26302#26302 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
Bruce Wheaton wrote: I certainly defer to Stephan on this... but I presume the fix he found is similar, or addresses the core problem. If time becomes a factor Stephan, or you need testing of a changed version, let me know. Stephan sent me a new XCode project file and I have checked it in to the 2.8 branch but I have not yet made another release candidate. I want to consider updating the PNG plugin before I tag another rc. (If the changes to PNG are non-intrusive, and I'm suspecting they are, it might be a good idea to update it.) In the meantime, if you could test the XCode project files on the head revision of the 2.8 branch, I'd appreciate it. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two cameras for the same scene
mgb_osg wrote: > I don't know how current it is, i've never had to do this, but the tutorial > at > http://www.openscenegraph.org/documentation/NPSTutorials/index.html > describes multiple cameras following a node (scroll down to the pictures of > tanks) > > > Cheers, > Martin Unfortunately, that code is obsolete AFAIK. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26339#26339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two cameras for the same scene
I don't know how current it is, i've never had to do this, but the tutorial at http://www.openscenegraph.org/documentation/NPSTutorials/index.html describes multiple cameras following a node (scroll down to the pictures of tanks) Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26338#26338 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Callback to run existing OpenGL Code
I'm moving my backend to OSG, but I'm too chicken to do it all at once. Where would be the best place to run existing code? The code is a set of texture transfers (individual planes of videos) and then some drawing with a shader to convert it to floating point RGB. The transfer code should: run every single frame, before other operations (resulting textures get used), should ideally be split - transfer starts (PBOs) and transfer completion, could optionally use a pre-process camera and osg::uniforms, Can be overlapped with existing rendering (the tail of the previous drawing) - first phase won't affect textures in use. Should be done once per GPU (assuming contexts are shared on each card). Is there a callback or two that would fit? Is it kosher to do the work in a draw callback, or is there an earlier point that is in the OpenGL context? Maybe an example? Since I know the 'best advice' will probably be to bite the bullet, as a sanity check, I mention that my code is an ffmpeg video channel that decodes the video into native planes, then transfers multiple planes and uses a shader and multiple texturing to convert to floating point and do various color correction etc. I think fitting that into the existing ImageSequence, which seems to assume single frames of RGB, would be too time consuming at the moment. Regards, Bruce Wheaton ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
I certainly defer to Stephan on this... but I presume the fix he found is similar, or addresses the core problem. If time becomes a factor Stephan, or you need testing of a changed version, let me know. Bruce On Mar 31, 2010, at 2:58 PM, Paul Martz wrote: Bruce Wheaton wrote: OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for the osgViewer framework, then recompile, the problem goes away. I'm not 100% if this is the right place, but it seems appropriate - the targets seem to be broken down by carbon and cocoa here in the viewer more than anywhere. I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon target configurations with apparent success. Hopefully that's it - a fairly minor change. I don't see a reason why it wouldn't always be set, since without the flag the correct window implementation doesn't get compiled. If Stephan doesn't get back before you need it, I can modify a clean Xcode project and send it back? Where would that be too? Bruce This is excellent news! Thanks! Stephan's follow-up email indicates we still lack consensus. If you folks decide on a change, you can zip up the project files and just email them directly to me to avoid sending megabytes through the mail server. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two cameras for the same scene
Hi, My scene graph has a pyramidNode and a pyramidTwoXForm (PAT Node) attached to the root. My composite viewer is defined as follows: > osgViewer::View* viewOne = new osgViewer::View; > viewOne->setName("First View"); > viewOne->setSceneData( root ); > // viewOne->setUpViewAcrossAllScreens(); > viewOne->setUpViewOnSingleScreen(1); > viewOne->getCamera()->setViewport(new osg::Viewport(0,0,500,500)); > viewOne->getCamera()->setProjectionMatrixAsPerspective(45, 1, 2, 10); > // viewOne->setUpViewAcrossAllScreens(); > viewOne->setCameraManipulator( new osgGA::TrackballManipulator); > // viewOne->setCameraManipulator(followPyramidTwoXForm); > compositeViewer.addView(viewOne); > > osgViewer::View* viewTwo = new osgViewer::View; > viewTwo->setName("Second View"); > viewTwo->setSceneData( root ); > viewTwo->setUpViewOnSingleScreen(0); > viewTwo->getCamera()->setViewport(new osg::Viewport(520, 0, 500, 500)); > viewTwo->getCamera()->setProjectionMatrixAsPerspective(45, 1, 2, 10); > viewTwo->setCameraManipulator( new osgGA::TrackballManipulator ); > compositeViewer.addView(viewTwo); I want to have the viewTwo camera follow the pyramidTwoXForm (PAT). How do I set it to do the required? Please help me, I am unable to figure this out for a while now. Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26335#26335 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set an ID to a node?
Thanks for your help, I will try the different solutions and see what's best for me. Benjamin. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26334#26334 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set an ID to a node?
You can also use part of the nodemask You only need the top bit for the culling, you can use the rest for any id number you want. The advantage of this is also that the nodemask is saved in the osg file without you having to make any modifications - assuming your id is valid across loads. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26333#26333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
Bruce Wheaton wrote: OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for the osgViewer framework, then recompile, the problem goes away. I'm not 100% if this is the right place, but it seems appropriate - the targets seem to be broken down by carbon and cocoa here in the viewer more than anywhere. I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon target configurations with apparent success. Hopefully that's it - a fairly minor change. I don't see a reason why it wouldn't always be set, since without the flag the correct window implementation doesn't get compiled. If Stephan doesn't get back before you need it, I can modify a clean Xcode project and send it back? Where would that be too? Bruce This is excellent news! Thanks! Stephan's follow-up email indicates we still lack consensus. If you folks decide on a change, you can zip up the project files and just email them directly to me to avoid sending megabytes through the mail server. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] looking for a terrain database building
Hi Torben, It's good to see I'm not the only one trying to do this stuff. Yes, coming up with a toolchain document that tells people specifically how to string together a lot of different tools would be good. I was just playing with osgEarth yesterday, and damn! that's neat. I haven't had as much luck getting VirtualPlanetBuilder to understand my geotiffs. But if osgEarth can understand them, then it's probably a solvable problem with how data is getting sent to gdal or something like that. Anyway, I keep coming back to that same problem: I need to be able to manually edit anything with a modeling problem since my employers make random requests all the time. Your flattening of the database in configurable areas sounds similar. So, to answer your question, I'd like to be able to modify databases offline. Being able to do fancy stuff like stitching in roads and prebuilt models of cities and stuff would be very cool. Both VPB and osgEarth seem to default to building scenegraphs with PagedLOD nodes, which I don't think will work for me. One option I thought of is to use VPB to create a big database in a single file with traditional LOD nodes, then use a separate program to convert it all to individual .flt tiles and a Metaflight file or something similar. I'll have to do more thinking about this option. Anyone know of any alternatives to Metaflight that can describe tiled databases but still let you store and edit tiles individually? I just want to consider all the options. -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com > > Message: 14 > Date: Tue, 30 Mar 2010 10:33:34 + > From: "Torben Dannhauer" > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] looking for a terrain database building > toolchain > Message-ID: <1269945214.m2f.26...@forum.openscenegraph.org> > Content-Type: text/plain; charset=UTF-8 > > Hi Terry, > > I have quite the same goal to reach, so I would happy to cooperate and create > a usefull toolchain. > > At the moment I use VPB to generate the database. > I'have tried osgEarth but the VPB Plugin over there doesn't work very well, > it loades all tiles at highest LOD and my FPS falls down to less than 5 fps. > So osgEarth is not an option. > > At the beginning, I had a lot of problems to compile my datase ( ~800GB raw > data. > with 64 Bit and the newest VPB it now works quite stable, resuming works and > it is possible. With compressing all geotiffs with LZW the build time is > reduzed dramatically from several weeks to days ( 16 Cores, 12 gig ram, > several HDDs for source data) > About this task, I have written a detailed documentation which I plan to > publish on VPB wiki. > > The following tasks are not solved but are only my current todo list: > > adding forest to database based on openstreetmap shapes. Use of LOD to > blend forest on configurable distance in and out > > flattening/pulling ground to specifig height of the geocentric > database in configurable areas to provide complete flat areas (or other > height feature) for flat airports or other submodels. > > adding streets and other feature of OpenStreetMap and other sources > > > > Would you like to modify database offline or online during runtime via > pseudoloader? > > Both approaches are quite interesting I think. > > I would be happy if we could create a Toolchain and write a detailed > documentation (I'd like to do this, because I struggled myself often at the > beginning due to lack of documentation) > > Cheers, > Torben[/list] > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26264#26264 > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] libPNG API changes
Bruce Wheaton wrote: LibPNG changed their API in January. I have a current Arch Linux install which uses the newer version, but we can presume it will crop up more. The only two current issues are addressed by: /OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 176d175 < #if PNG_LIBPNG_VER < 10004 178,180d176 < #else < if (fin.gcount() == 8 && png_sig_cmp(header, 0, 8) == 0) < #endif 231,232d226 < { < #if PNG_LIBPNG_VER < 10004 234,237d227 < #else
Re: [osg-users] How to set an ID to a node?
Benjamin GODIN wrote: In Fact, I have different objects in my scene and each geode has his own PositionAttitudeTransform as his parent. At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do this, I'm using the NodeVisitor. I have a table containing each translation vector for each geode for each timestamp. But in the NodeVisitor, I don't know which geode refers to which line in my table. So I needed a reference between the two. :) You could just store the address of the PAT in the table, then you could just iterate over the table and avoid the overhead of a NodeVisitor. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] libPNG API changes
LibPNG changed their API in January. I have a current Arch Linux install which uses the newer version, but we can presume it will crop up more. The only two current issues are addressed by: /OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 176d175 <#if PNG_LIBPNG_VER < 10004 178,180d176 <#else
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
hi, Am 31.03.10 22:42, schrieb Paul Martz: > FYI, I'm sort of waiting to hear what's up with this issue, will it > require a change or not. > > The change I just put in for static linking on the 2.8 branch really is > so insignificant that it hardly merits a new release candidate. But if > there's a change for XCode too, then I'd like to cook another release > candidate and let people taste the cooking before the final release. > > On the other hand, I don't want to hold this up forever. So any progress > you folks can make on the XCode issue will be greatly appreciated. At > the time I write this, the XCode issue is the only item holding up the > release. I don't know what the problem is with the xcode-files. I migrated the changes from the xcode-project from trunk to 2.8.x, and I can't spot any difference. I think I found a solution for this, but osg is still compiling. I don't want to submit new files without testing them. With 6 configurations this will take some time. cheers, stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for the osgViewer framework, then recompile, the problem goes away. I'm not 100% if this is the right place, but it seems appropriate - the targets seem to be broken down by carbon and cocoa here in the viewer more than anywhere. I also tried -DUSE_DARWIN_CARBON_IMPLEMENTATION in the carbon target configurations with apparent success. Hopefully that's it - a fairly minor change. I don't see a reason why it wouldn't always be set, since without the flag the correct window implementation doesn't get compiled. If Stephan doesn't get back before you need it, I can modify a clean Xcode project and send it back? Where would that be too? Bruce On Mar 31, 2010, at 1:42 PM, Paul Martz wrote: FYI, I'm sort of waiting to hear what's up with this issue, will it require a change or not. The change I just put in for static linking on the 2.8 branch really is so insignificant that it hardly merits a new release candidate. But if there's a change for XCode too, then I'd like to cook another release candidate and let people taste the cooking before the final release. On the other hand, I don't want to hold this up forever. So any progress you folks can make on the XCode issue will be greatly appreciated. At the time I write this, the XCode issue is the only item holding up the release. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set an ID to a node?
In Fact, I have different objects in my scene and each geode has his own PositionAttitudeTransform as his parent. At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do this, I'm using the NodeVisitor. I have a table containing each translation vector for each geode for each timestamp. But in the NodeVisitor, I don't know which geode refers to which line in my table. So I needed a reference between the two. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26325#26325 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
FYI, I'm sort of waiting to hear what's up with this issue, will it require a change or not. The change I just put in for static linking on the 2.8 branch really is so insignificant that it hardly merits a new release candidate. But if there's a change for XCode too, then I'd like to cook another release candidate and let people taste the cooking before the final release. On the other hand, I don't want to hold this up forever. So any progress you folks can make on the XCode issue will be greatly appreciated. At the time I write this, the XCode issue is the only item holding up the release. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] duplicate symbols in 3DS and OBJ plugins
Robert Osfield wrote: If the code is C++ then I would be inclined towards using unique namespaces for the different plugins. Some already do this. If the the code is C or pulled into from an external project like lib3ds then use of namespaces is problematic so making sure names are unique would be appropriate. Hi Robert -- I added namespaces to the FBX and 3DS plugins, but left the OBJ plugin alone. This has resolved the issue for the 2.8.3 release. This is on the 2.8 branch as revision 11303. If the merge back to trunk turns difficult, let me know, and I'll do the change there and post full changed files to osg-submissions as usual. (Now that I've already committed the change, I'm thinking we should also use the same convention in OBJ, for consistency, so you might want to consider that for trunk.) -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
Bruce Wheaton wrote: On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer and osgmovie targets, they don't run. I've tried the Carbon 32-bit and Cocoa 32-bit versions. I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks. osgViewer, OpenThreads, osg, osgDB, osgText, osgUtil, osgGA Frameworks are copied into the bundle's Frameworks folder All plugins are copied into the bundle's Plugins folder But when the apps try to make a window, they fail with: View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. As I recall, this used to be enough. Did the introduction of the Cocoa viewer change something? Is there an environment variable that needs to be set? Since I intend to make a Mac bundle, I'd rather not have any user installation steps. Thanks for the issue report. I'm not encountering any such issues when I build with CMake / makefiles / gcc on OS X 10.5, and I have offline emails indicating this same build configuration works for 10.6. It seems to be XCode-only. Stephan Huber contributed the XCode project files, perhaps you two can work together to resolve the issue? It'd be nice to have this resolved prior to release, so anything you guys can come up with would be greatly appreciated. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] duplicate symbols in 3DS and OBJ plugins
Robert Osfield wrote: Hi Paul, On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz wrote: Does anyone have any other thoughts or ideas on this? Seems like we need a policy that we can use in OSG going forward, so that this same issue doesn't keep creeping back into the code (only to be discovered the day before the scheduled release :-( ...) If the code is C++ then I would be inclined towards using unique namespaces for the different plugins. Some already do this. If the the code is C or pulled into from an external project like lib3ds then use of namespaces is problematic so making sure names are unique would be appropriate. Thanks for the feedback. I am able to reproduce this issue on Windows, and there is also a symbol collision, as suspected, with the FBX plugin. I'll work on the namespace solution and see how far I get. Whee! -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two cameras for the same scene
Hi, I took a look at the example. I couldn't figure out how to see both views at the same time on the screen. Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26320#26320 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
On Thu, Mar 18, 2010 at 12:56 PM, Jason Daly wrote: > ted morris wrote: > >> >> yeah, looked through that one a while ago. I was hoping there will be an >> "osgpolytopeintersection" demo out there with >> some of these ideas. >> > > I think the OSG Quick Start Guide uses a PolytopeIntersector to demonstrate > picking. Not exactly what you're trying to do, but it at least shows how to > set up the intersector. That's the only other example I know of. > > > --"J" > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > yeah, maybe if I can assign planes on each side of the cars as a PolytopeIntsersector ... I guess one will never have the 'perfect example' available. :) thanks! t ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Switch , UpdateCallback not being dissabled
okay... but I wonder why the other callbacks for the other osg::Switch children beyond child #1 don't get their updateCallbacks invoked. Perhaps I'll have to try and explicitly removed the updateCallbacks or something like that... On Sat, Mar 27, 2010 at 11:07 AM, Paul Martz wrote: > Ted Morris wrote: > >> OK, so I turn on one vehicle as in: >> >> _vehiclesw->setSingleChildOn(1); >> >> The scene just renders the single object and runs through the callback. >> fine. But then it also is still running through object "0" callback >> (although it is not being rendered in the scene). Interestingly, the other >> children > 1 don't have their callbacks invoked under this circumstance. >> > > The UpdateVisitor constructor shows that it uses the TRAVERSE_ALL_CHILDREN > traversal mode by default, so it doesn't necessarily care which child is > active. If a subgraph contains update callbacks, the UpdateVisitor will > traverse. > -Paul > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Paul, On Wed, Mar 31, 2010 at 6:54 PM, Paul Martz wrote: > As for 2.10 and 2.12, they seem to be off the radar, although they were > announced at the SIGGRAPH OSG BOF last August in the slides from Robert that > I presented. I don't recall the reasoning for canceling 2.10 and 2.12, maybe > Robert can comment on that. But my understanding is that he's intending > "3.0" to be the next stable release off of trunk. I didn't really can't 2.10 as much as aim for the next stable release being 3.0 as the number of major new features such as OpenGL ES and OpenGL 3.x, new serialization support etc are significant enough to warrant a major version bump. I tend to think of the major version bumps as different era's in the projects history. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Robert Osfield wrote: I'm easily swayed either way. Paul has already put everything behind a 2.8.3 release is almost ready to push the button, I believe it should be his final call as to whether he feels bumping the version 2.10.0 is OK. What ever Paul decides I'll run with and do what I can to assist. Thanks, I'm inclined to stick with 2.8.3 at this point. OSG 2.8.0/1/2 apps should require only a recompile/relink to build with 2.8.3, except if they use osgAnimation (which is technically not what I'd call "core OSG"). Art, your osgPPU tagged for 2.8 should compile and link with 2.8.3 just fine, so no need for you to do a new tag. Let me know if that's not the case. The bottom line is that I think the "2.8.3" moniker is appropriate. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Art Tevs wrote: Hi Paul, just a question, maybe I missed it: why we actully started now with the numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for major release in order to tag also new version of osgPPU. However due to the used patch numbers, I thought that these are just small updates. Hi Art -- 2.8.x releases are developed and tagged off of the 2.8 branch. So will we continue with 2.8.x numbering or is there a plan to go further with the old numbering, 2.10, 2.12, ... That's up to you and the rest of the community. If someone wants to do another release on the 2.8 branch, that would be "2.8.4". As for 2.10 and 2.12, they seem to be off the radar, although they were announced at the SIGGRAPH OSG BOF last August in the slides from Robert that I presented. I don't recall the reasoning for canceling 2.10 and 2.12, maybe Robert can comment on that. But my understanding is that he's intending "3.0" to be the next stable release off of trunk. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer and osgmovie targets, they don't run. I've tried the Carbon 32-bit and Cocoa 32-bit versions. I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks. osgViewer, OpenThreads, osg, osgDB, osgText, osgUtil, osgGA Frameworks are copied into the bundle's Frameworks folder All plugins are copied into the bundle's Plugins folder But when the apps try to make a window, they fail with: View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. As I recall, this used to be enough. Did the introduction of the Cocoa viewer change something? Is there an environment variable that needs to be set? Since I intend to make a Mac bundle, I'd rather not have any user installation steps. Regards, Bruce Wheaton ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Art, Paul et. al, On Wed, Mar 31, 2010 at 6:30 PM, Art Tevs wrote: > just a question, maybe I missed it: why we actully started now with the > numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for > major release in order to tag also new version of osgPPU. However due to the > used patch numbers, I thought that these are just small updates. > > So will we continue with 2.8.x numbering or is there a plan to go further > with the old numbering, 2.10, 2.12, ... > > Thank you for your attention and sorry if this was discussed before, I could > miss that. Normally a 2.8.x series should be bug fix release, with binary compatibility where possible. Bumps in the minor point i.e. 2.8 to 2.10 would imply new features, and allow for binary incompatible changes. For the 2.8.3 release it's been mostly about bug fixes, but alas it has broken the binary compatibility, and there is a few feature enhancements as well... so... it's pushing the normal boundaries of a patch release, but it is enough to justify a bump in the minor point to 2.10? This is a good question. Right now 2.8.3 has been made off the 2.8 branch, so if we did change 2.8.3 to 2.10.0 then we'd need to make a OpenSceneGraph-2.10 branch, then update the version info, then make a 2.10.0-rc1 off 2.8.3. This is a bit more work for Paul who will already been rather pushing things, I could do the branch if Paul wants to go this route. I'd also have to bump up the 2.9.x dev series to become a 2.10.x dev series to avoid confusion over features, this is a minor change for me though. Marketing wise a 2.10.0 release sounds more impressive than a 2.8.3 release... I'm easily swayed either way. Paul has already put everything behind a 2.8.3 release is almost ready to push the button, I believe it should be his final call as to whether he feels bumping the version 2.10.0 is OK. What ever Paul decides I'll run with and do what I can to assist. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Paul, just a question, maybe I missed it: why we actully started now with the numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for major release in order to tag also new version of osgPPU. However due to the used patch numbers, I thought that these are just small updates. So will we continue with 2.8.x numbering or is there a plan to go further with the old numbering, 2.10, 2.12, ... Thank you for your attention and sorry if this was discussed before, I could miss that. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26312#26312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Help with glow example
Hi Allen, just for the next, if you have questions regarding to osgPPU, then take first a look into the documentation. osgPPU project can be found at http://projects.tevs.eu/osgppu the doxygen documentation is at http://www.tevs.eu/doc/osgPPU/ osgPPU is pretty well documented or at least comment in the code. I tried to write a lot of comments for beginners, so take a look on them. Now to your questions: allensaucier wrote: > > 1. what line of code actually performs the glow effect? > a. I am a novice with shaders and osgPPU > b. I found how to increase the intensity of the glow within the shader > source code; it is the * 2 effect on glowColor > c. I can not find the line of code that actually performs the glow > There is no direct one line or function. It is just matter of the algorithm used behind. For glow effect the object which has to glow is rendered separatly in a buffer. This buffer is then blurred (shaders) and added to the main view also in a shader. So you have to understand first how the algorithm works and then you will find the lines of code you actually need. > > 2. Within the shader source code, the variables view and glow confuse me. > Nothing within glow.cpp refers directly to either of these variables and so I > do not know > 1) how the glow effect actually happens. > 2) how the different input to shaderSrc is actually differentiated > between view and glow. > Would someone please tell me? :-* > > I have noticed that the resultShader receives input from unitCam1 and > from blury which gives the "view" and "glow" outputs, though I do not fully > understand how. > See previously. View is the main view, glow is the glowed view. > > 3. I have continued to notice the use of processor as the beginning of the > pipeline. When adding a child to a pipeline element, does that automatically > send output to the child? > If your child is a osgPPU::Unit, then yes, it should more or less send automatically the output of the parent to the child. Think on the osgPPU pipeline as on some graph with nodes as your processing units, which do something with the input and producing the output to the next nodes. Processor is the root node of the pipeline and has to be always used. It is needed to allow running of osgPPU's own node visitors to be able to flawlessly cooperate with OpenSceneGraph. > > 4. I have noticed that there are 2 camera inputs into the pipeline. One is > the main camera directly attached to processor. The other is a new camera, > slaveCamera, which is attached to unitSlaveCamera. What stops the main > camera's output from going into the unitSlaveCamera? > Main camera renders the whole scene. Slave camera renders only the objects which needs to glow. > > 5. what does osgPPU::UnitCameraAttachmentBypass mean? > 6. what does osgPPU::UnitCamera mean? > UniCameraAttachmentBypass do bypass camera's attachments (i.e. render textures) into the osgPPU pipeline. As I said before, every unit is a node computing outputs by using inputs. Inputs are always textures. So in order to bring it to the pipeline from OpenSceneGraph's cameras, we place this unit either directly under Processor or under UnitCamera. UnitCamera do bypass the osg's camera to the pipeline. It has no direct output and hence UnitCameraAttachmentBypass is required to get camera attachments and put it into the pipeline. Units placed under AttachmentBypass will use camera's texture as input. So, I hope I was able to clarify this. Please take a look into documentation. Based on the examples and the reference api documentation (doxygen) you should be able to understand what is every unit good for. regards, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26311#26311 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010
Hi Anders, All the ..'s are intended and put there with the purpose to avoid the Release, Debug, RelWithDebugInfo and RelMinSize folders that Cmake wants to put binaries (and other stuff like libs) in. You should look in the other end - that is - why your cmake install script doesn't pick up on this. I wasn't there in the beginning of osg cmake history but this scheme has been there since then I think. I haven't got vc2010 myself so can't test. Sorry. 2p /Mattias On Tue, Mar 30, 2010 at 8:00 PM, Anders Backman wrote: > In the generated file: src\OpenThreads\Win32\cmake_install.cmake > I can see that .lib and .dll get the wrong path (cmake install is looking at > the wrong place). Header files seems ok: > > I certainly havent added any '..' in the install path. Its a perfect > absolute path. > FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE > STATIC_LIBRARY OPTIONAL FILES > "C:/projects/agx_dependencies/build/x86/osg/lib/RelWithDebInfo/../OpenThreads.lib") > ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES > "^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$") > ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL > "libopenthreads-dev") > IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL > "libopenthreads") > IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$") > FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE > SHARED_LIBRARY FILES > "C:/projects/agx_dependencies/build/x86/osg/bin/Debug/../../bin/ot11-OpenThreadsd.dll") > ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$") > > For some reason, .. is added before the .lib and ../../bin is added before > the .dll:s > In applications/osgviewer/cmake_install.cmake: > FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE EXECUTABLE > FILES > "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../osgviewer.exe") > '..' added there too. > Arguments to cmake: > cmake -DCMAKE_INSTALL_PREFIX=C:\projects\agx_dependencies\ -G "Visual Studio > 10" > > Has anyone successfully built osg with vs2010? > /A > > 2010/3/30 andersb >> >> Never write two things in one email :-) >> In my first post, there was output of the error I get. I have looked >> around on the web but haven't found anything helpful. >> It complains that the openthreads dll file is missing, then some cmake/vs >> jibberish: >> >> Problem is really that the path of the dll-files are all wrong... >> The Cmake install scripts are trying to locate them at: >> >> c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll" >> Instead of >> >> c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll" >> Have to look into that some more, although Im running the same >> cmake-command as with vs2008... >> But with latest CMake (to get vs2010 support)... >> Unfortunately I need to build it myself to get x64 libs which I need. >> All libraries have built just fine until osg regarding install. Even >> collada and boost! >> Probably some trivial error. >> Thanks >> /A >> >> >-- Build started: Project: INSTALL, Configuration: Release Win32 >> > -- >> 3> CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): >> 3> file INSTALL cannot find >> 3> >> "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll". >> 3> Call Stack (most recent call first): >> 3> src/OpenThreads/cmake_install.cmake:36 (INCLUDE) >> 3> src/cmake_install.cmake:32 (INCLUDE) >> 3> cmake_install.cmake:36 (INCLUDE) >> 3> >> 3> >> 3> -- Install configuration: "Release" >> 3> -- Up-to-date: >> C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc >> 3> -- Up-to-date: >> C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc >> 3> -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib >> 3>C:\Program Files >> (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error >> MSB3073: The command ""C:\Program Files (x86)\CMake 2.8\bin\cmake.exe" >> -DBUILD_TYPE=Release -P cmake_install.cmake >> 3>C:\Program Files >> (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error >> MSB3073: :VCEnd" exited with code 1. >> == Build: 2 succeeded, 1 failed, 77 up-to-date, 0 skipped >> == >> >> >> On Tue, Mar 30, 2010 at 7:00 PM, Jean-Sébastien Guay >> wrote: >>> >>> Hi Anders, >>> What about the install of OpenThreads, anyone seen it before? >>> >>> Nope, I always run the INSTALL target after building (on VS2005 and >>> VS2008 though) and have never seen that. In my case the file it's trying to >>> find exists... >>> >>> Were there any errors when building OpenThreads (maybe buried in the >>> output so you didn't see it)? The only reason why it shouldn't be there is >>> if it wasn't built, and sometimes the INSTALL target runs even if dependent >>> projects failed to build (which doesn't make sense to me, but that's how >>> CMake does it)... >>>
[osg-users] ffmpeg plugin on osx
Hi, Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When building the osgmovie example I keep getting the attached linker errors no matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building everything from scratch. I have a feeling though the ffmpeg configure script is ignoring the arch flag or I am doing it wrong. I even tried setting the flags like this without much luck. LDFLAGS="-arch i386" CFLAGS="-isysroot /Developer/SDKs/MacOSX10.5.sdk -arch i386" Any ideas. Hope this is not too offtopic here. Code: ld: warning: in /Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavcodec.a, file is not of required architecture ld: warning: in /Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavdevice.a, file is not of required architecture ld: warning: in /Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavformat.a, file is not of required architecture ld: warning: in /Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libavutil.a, file is not of required architecture ld: warning: in /Users/noema/Development/git/VirtualAwesome/libs/ffmpeg-osx/lib/libswscale.a, file is not of required architecture Thank you! Cheers, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26309#26309 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Help with glow example
Hi Community, I have several questions about the glow example. Any help would be appreciated. 1. what line of code actually performs the glow effect? a. I am a novice with shaders and osgPPU b. I found how to increase the intensity of the glow within the shader source code; it is the * 2 effect on glowColor c. I can not find the line of code that actually performs the glow 2. Within the shader source code, the variables view and glow confuse me. Nothing within glow.cpp refers directly to either of these variables and so I do not know 1) how the glow effect actually happens. 2) how the different input to shaderSrc is actually differentiated between view and glow. Would someone please tell me? :-* I have noticed that the resultShader receives input from unitCam1 and from blury which gives the "view" and "glow" outputs, though I do not fully understand how. 3. I have continued to notice the use of processor as the beginning of the pipeline. When adding a child to a pipeline element, does that automatically send output to the child? 4. I have noticed that there are 2 camera inputs into the pipeline. One is the main camera directly attached to processor. The other is a new camera, slaveCamera, which is attached to unitSlaveCamera. What stops the main camera's output from going into the unitSlaveCamera? 5. what does osgPPU::UnitCameraAttachmentBypass mean? 6. what does osgPPU::UnitCamera mean? Thank you so much for your help. :D Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26308#26308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] duplicate symbols in 3DS and OBJ plugins
On 3/31/2010 9:33 AM, Robert Osfield wrote: > static linking itself is something that we probably need to expand out > tests for - the osgstaticviewer is the only example designed for > static linking, and it only links with a couple of plugins. We could > potentially expand this to include more plugins for testing purposes. I concur. More and more people static link. I would like to see some work done in the CMake configuration so that when static link is selected, known-problematic-license plugins (plugins that lack or cannot abide the LGPL-static exemption) are removed from the build. This little-known issue has been responsible for several LGPL license violations during OSG's history and I'd like to help prevent innocent and unwitting violations. > Robert. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] duplicate symbols in 3DS and OBJ plugins
Hi Paul, On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz wrote: > Does anyone have any other thoughts or ideas on this? Seems like we need a > policy that we can use in OSG going forward, so that this same issue doesn't > keep creeping back into the code (only to be discovered the day before the > scheduled release :-( ...) If the code is C++ then I would be inclined towards using unique namespaces for the different plugins. Some already do this. If the the code is C or pulled into from an external project like lib3ds then use of namespaces is problematic so making sure names are unique would be appropriate. static linking itself is something that we probably need to expand out tests for - the osgstaticviewer is the only example designed for static linking, and it only links with a couple of plugins. We could potentially expand this to include more plugins for testing purposes. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Paul, I understand that change all plugin will be problematic, I only mean the FindCOLLADA.cmake, that finds all requirements and make easy building the plugin against static collada. Anyway we can survive without this change in the 2.8.3 :), You guys are doing a very good work with this release. Rafa. On Wed, Mar 31, 2010 at 5:05 PM, Paul Martz wrote: > Jean-Sébastien Guay wrote: >> >> Hi Rafa, >> >>> I'm not sure if we arrive on time, but maybe it will be interesting to >>> add lastest mods of CMake for Collada plugin. >>> >>> What do you think? >> >> I had already requested the recent changes to the Collada plugin and Paul >> said it would be too big a change to include in 2.8.3, given how much is >> already there, so perhaps in a possible 2.8.4 after that... > > Thanks, J-S. Yes, this was discussed before. The Collada changes have a > pretty invasive revision dependency chain, and those are just the revisions > I know about, so it seemed too risky to attempt it. And, as it turns out, I > now have my hands full with the static linking issue, so I'll be lucky if I > can resolve that and get the release out the door. > > I'm not the only person who can run "svn merge". :-) Anyone in the community > is welcome to merge the collada changes onto their local copy of the 2.8 > branch and, once you get something viable, post it to osg-submissions like > any other change (clearly stating it's a change to the 2.8 branch). If it > turns out to be totally trivial, we can reconsider adding it to 2.8.3, or it > can go into a 2.8.4 release. > -- > -Paul Martz Skew Matrix Software > http://www.skew-matrix.com/ > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es http://gvsig3d.blogspot.com Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Jean-Sébastien Guay wrote: Hi Rafa, I'm not sure if we arrive on time, but maybe it will be interesting to add lastest mods of CMake for Collada plugin. What do you think? I had already requested the recent changes to the Collada plugin and Paul said it would be too big a change to include in 2.8.3, given how much is already there, so perhaps in a possible 2.8.4 after that... Thanks, J-S. Yes, this was discussed before. The Collada changes have a pretty invasive revision dependency chain, and those are just the revisions I know about, so it seemed too risky to attempt it. And, as it turns out, I now have my hands full with the static linking issue, so I'll be lucky if I can resolve that and get the release out the door. I'm not the only person who can run "svn merge". :-) Anyone in the community is welcome to merge the collada changes onto their local copy of the 2.8 branch and, once you get something viable, post it to osg-submissions like any other change (clearly stating it's a change to the 2.8 branch). If it turns out to be totally trivial, we can reconsider adding it to 2.8.3, or it can go into a 2.8.4 release. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] View-dependent OverlayNode w/o CoordinateSystemNode?
Hi, Thanks a lot for the quick reply. Yes, that's definitely an improvement. The demos now work better. VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY looks good. But with VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY, the geometry that the overlay is pasted onto still turns all black in the osganimate and osgspheresegment demos. Changing the zfar doesn't seem to matter; using getPoints instead of computeSilhouette is what does it. Unfortunately, it doesn't solve my underlying problem (yet), which is needing to overlay geometry that's far apart. When I run my app with this modification, the overlaid geometry shows up in view-dependent mode (yay!), but it's still rendering all the overlaid geometry so the quality of the overlaid texture degrades as the bounding box of the overlayid geometry increases (boo!). I tried it both with perspective and orthographic rendering. I'm thinking now that maybe if I look more into computeSilhouette I might be able to get it to do what I want. But if you (or someone else) has any ideas about it or about other approaches, I'd love to hear it. Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26302#26302 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] duplicate symbols in 3DS and OBJ plugins
Hi all -- Stefan uncovered an issue when building 2.8.3 with static libraries. The OBJ and 3DS plugins have duplicate symbol names, notably PrimitiveIndexWriter::drawArrays, which causes a link error. The FBX plugin might also have this issue. See the thread "2.8.3-rc2 tagged" for full details. I wanted to open a new discussion thread for this issue, as it's almost certainly a problem on trunk and therefore applicable to anyone in the community building OSG as static libraries. Any fix I put in to 2.8.3 will probably need to be merged back to trunk. One way to resolve this would be to wrap the symbols in a plugin-specific namespace. Alternatively, we could hit it with a hammer and just change the symbol names so that they are unique across all plugins. Does anyone have any other thoughts or ideas on this? Seems like we need a policy that we can use in OSG going forward, so that this same issue doesn't keep creeping back into the code (only to be discovered the day before the scheduled release :-( ...) -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set an ID to a node?
Benjamin GODIN wrote: Hello, I was wondering if there was a way to set an ID to a node. Then, I could use that ID in my NodeVisitor to refer to an external table which contains the values to use. Is it possible ? In fact, the only thing I have seen in the doc is the possibility to give the node a name (a String). What functionality do you need beyond a string? You can attach anything that derives from Referenced as UserData on anything that derives from Object, including Node. The osgWorks project defines a RefID class, which is essentially a reference counted string, for just such a purpose. (See osgworks.googlecode.com.) -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set an ID to a node?
Thanks. I will just probably use the name as a reference (id). :) Benjamin. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26300#26300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stereo mode for part of a scene graph?
Robert, On 3/31/2010 3:34 AM, Robert Osfield wrote: > In the case of the stats these are just drawn on the image plane, > controlled by an override of the projection and view matrix so it is > in effect not computed in stereo at all. If the stats did not use > their own osg::Camera to override the projection and view matrix then > you'd need to carefully position the drawables in depth and > orientation to match the position of the image plane in scene. > I'll take a look at this code and see if I can do something similar for the background stuff that I draw. Thanks for the hints. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set an ID to a node?
Bonjour Benjamin, In fact, the only thing I have seen in the doc is the possibility to give the node a name (a String). You can use the name as an ID, it's up to your application to make sure the name is unique (perhaps unique in a particular subgraph). You could use a "name path", something like if a Group called "bob" has a child named "gilles" then the child could be referred uniquely by the name path "bob.gilles" or something like that. But that's all up to your app, OSG provides nothing to help you with this. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Rafa, I'm not sure if we arrive on time, but maybe it will be interesting to add lastest mods of CMake for Collada plugin. What do you think? I had already requested the recent changes to the Collada plugin and Paul said it would be too big a change to include in 2.8.3, given how much is already there, so perhaps in a possible 2.8.4 after that... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] looking for a terrain database building toolchain
Hi Torben, I'd recommend using the trunk if you're unsure of what version of osgEarth you're using. Right now it's just up to you to know what version of the source you built against. I'd recommend updating to the trunk if you're unsure what version you've used. I believe that if you use a standard osgdem command line, vpb will create a database that can be accessed via osgEarth using the "nested" directory structure with no split levels. You can define split levels with vpb using the --splits commandline and I believe those are only used with distributed builds. If that's incorrect perhaps Robert can chime in and correct me :) You should also make sure that you add a global-geodetic element within your VPB source as sometimes the computed profile coming from VPB can be slightly off causing osgEarth to try to reproject the imagery, which doesn't currently work with DDS compressed tiles. I haven't seen the issue with osgEarth always loading the highest LOD when using a VPB database, can you elaborate a bit on that? Thanks, Jason On Tue, Mar 30, 2010 at 10:57 AM, Torben Dannhauer wrote: > Hi Jason, > > I use a geocentric database. > > How can I determine the osgEarth version? > > I also do not understand how the split level management (flat, nested etc.) > is used in osgEarth, the documentation is quite unclear. > > It only worked to display with an old database with all files in one > directory. All of my new databases have subdirectories with unknown split > levels (I think default, but I don't familiar if default splitlevel is a > fixed value or calculated depening on amount of rawdata. I don't know how to > configure osgEarth to display an vpb database. > > Even it it work to display, the LOD issue still remains. > > Thank you! > > Cheers, > Torben > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26270#26270 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 33, Issue 72
Hi all, I have quary regarding rendering I have store facet data in osg::ConvexHull but while rendering it always show *Flat* Rendering even if I set Smooth rendering this is first time i am sending quary if any body don't understand quary please let me know or if this is not right place to ask quary give me mail id where i can ask quary Thanks all On Wed, Mar 31, 2010 at 12:35 AM, < osg-users-requ...@lists.openscenegraph.org> wrote: > Send osg-users mailing list submissions to >osg-users@lists.openscenegraph.org > > To subscribe or unsubscribe via the World Wide Web, visit > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > or, via email, send a message with subject or body 'help' to >osg-users-requ...@lists.openscenegraph.org > > You can reach the person managing the list at >osg-users-ow...@lists.openscenegraph.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of osg-users digest..." > > > Today's Topics: > > 1. Re: VS2010 (Anders Backman) > 2. stereo mode for part of a scene graph? (Cory Riddell) > > > -- > > Message: 1 > Date: Tue, 30 Mar 2010 20:00:32 +0200 > From: Anders Backman > To: OpenSceneGraph Users > Subject: Re: [osg-users] VS2010 > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > In the generated file: src\OpenThreads\Win32\cmake_install.cmake > > I can see that .lib and .dll get the wrong path (cmake install is looking > at > the wrong place). Header files seems ok: > > > I certainly havent added any '..' in the install path. Its a perfect > absolute path. > >FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib" TYPE > STATIC_LIBRARY OPTIONAL FILES > > "C:/projects/agx_dependencies/build/x86/osg/lib/RelWithDebInfo/../OpenThreads.lib") > ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES > "^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$") > ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL > "libopenthreads-dev") > > IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL > "libopenthreads") > IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$") >FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE > SHARED_LIBRARY FILES > > "C:/projects/agx_dependencies/build/x86/osg/bin/Debug/../../bin/ot11-OpenThreadsd.dll") > ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$") > > > For some reason, .. is added before the .lib and ../../bin is added before > the .dll:s > > In applications/osgviewer/cmake_install.cmake: > >FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE EXECUTABLE > FILES > "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../osgviewer.exe") > > '..' added there too. > > Arguments to cmake: > > cmake -DCMAKE_INSTALL_PREFIX=C:\projects\agx_dependencies\ -G "Visual > Studio > 10" > > > Has anyone successfully built osg with vs2010? > > /A > > > 2010/3/30 andersb > > > Never write two things in one email :-) > > > > In my first post, there was output of the error I get. I have looked > around > > on the web but haven't found anything helpful. > > It complains that the openthreads dll file is missing, then some cmake/vs > > jibberish: > > > > > > Problem is really that the path of the dll-files are all wrong... > > The Cmake install scripts are trying to locate them at: > > > > > > > c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll" > > > > Instead of > > > > > > > c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll" > > > > Have to look into that some more, although Im running the same > > cmake-command as with vs2008... > > But with latest CMake (to get vs2010 support)... > > > > Unfortunately I need to build it myself to get x64 libs which I need. > > All libraries have built just fine until osg regarding install. Even > > collada and boost! > > Probably some trivial error. > > Thanks > > > > /A > > > > > > >-- Build started: Project: INSTALL, Configuration: Release Win32 > > -- > > 3> CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): > > 3>file INSTALL cannot find > > 3> > > > > "C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll". > > 3> Call Stack (most recent call first): > > 3>src/OpenThreads/cmake_install.cmake:36 (INCLUDE) > > 3>src/cmake_install.cmake:32 (INCLUDE) > > 3>cmake_install.cmake:36 (INCLUDE) > > 3> > > 3> > > 3> -- Install configuration: "Release" > > 3> -- Up-to-date: > > C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc > > 3> -- Up-to-date: > > C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc > > 3> -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib > > 3>C:\Program Fi
Re: [osg-users] How to set an ID to a node?
Hello, I was wondering if there was a way to set an ID to a node. Then, I could use that ID in my NodeVisitor to refer to an external table which contains the values to use. Is it possible ? In fact, the only thing I have seen in the doc is the possibility to give the node a name (a String). Thanks for the help, Benjamin. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26294#26294 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to build osgGtk and gtkglext libraries on windows
Hi, please can someone help me to build osgGtk and gtkglext libraries on windows 7? I tried very hard but i got nothing... :' Giving me compiled libraries for those packages on windows would be a good way to help me. Please help. Thank you! Cheers, galaxy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26291#26291 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] colladas node's name and id issue
Hi, I am using osg to display my kinematics collada models. Kinematics I load myself and osg collada plugin loads the rest. Then I bind kinematics to the osg scene graph. I have noticed that osg collada plugin loads name of the node but not its id. For instance, there is a collada node , corresponding osg node would have a "myName". Is there a way to get the Id, do you read/store it at all? I am asking because names sometimes duplicated and ids are unique. Thank you! Cheers, Alexey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26293#26293 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3-rc2 tagged
Hi paul, Your description sounds right. And yes the name clash with the fbs plugin was just an assumption after doing a string search in the sources. In terms of wrapping the plugins (eg: 3ds) in a namespace. I am not sure how this would be done without breaking code. I feel like I just know too little how the plugin code gets invoked but I assume that any namespaces have have to be considered there. After all it is an API change. Maybe it's easier than I imagine. Any pointers appreciated. Also feel free to push this to the next release if in a hurry. Best, stefan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26292#26292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cocoa, ImageIO help needed
Hi stephan, Nice, this totally took care of the Carbon referencing issues. I ran into a couple of Cocoa related linking errors but only because I forgot to link to the cocoa framework. Just a heads up for people following this path. Thank you! stefan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26290#26290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stereo mode for part of a scene graph?
Hi Cory, On Tue, Mar 30, 2010 at 7:50 PM, Cory Riddell wrote: > In my scene graph, I have a static image for the background (a > white-blue gradient). When I turn on stereo mode, I get a red stripe on > the right and a blue stripe on the left side of the window. I thought I > was drawing my background the same way statistics are drawn, but > apparently I'm not (btw, stats draw just fine - no red/blue). > > What controls if something is subject to stereo separation? Depth into the scene, if an object is on the image plane that the left and right image with be co-incident, if the objects is deeper than this then it'll left image will be to the left and right image to the right, if it's at infinity then the left and right images, for a correctly setup stereo display) should be separated by the interocular distance (the distance between the eyes), if the object is in front of the image plane then the two images will be swapped. In the case of the stats these are just drawn on the image plane, controlled by an override of the projection and view matrix so it is in effect not computed in stereo at all. If the stats did not use their own osg::Camera to override the projection and view matrix then you'd need to carefully position the drawables in depth and orientation to match the position of the image plane in scene. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Paul, I'm not sure if we arrive on time, but maybe it will be interesting to add lastest mods of CMake for Collada plugin. What do you think? Rafa. On Tue, Mar 30, 2010 at 4:57 PM, Paul Martz wrote: > Michael Rohn wrote: >> >> I tested it under Win7 with MinGW and had some problems during the build. > > Thanks for the testing and the input! > >> TXPNode.cpp -> needs #include > > Thanks, that's r10965. > >> osgPlugins PNG -> problem with new libpng. Some functions in libpng are >> renamed > > Sorry, but this amounts to a new feature request, and with the release just > 1 day away we are well past considering new features, so I'll have to > propose you include this in 2.8.4, or wait for the next stable release off > trunk. > >> osgviewerSDL -> need to use the CMakeLists.txt from trunk > > Thanks, this is r10963, except it looks like this revision contains changes > to PNG along the lines of upgrading to a new version of libPNG, so I'll > include all the CMakeLists.txt changes in the revision, but not the change > to the PNG plugin source. > > I'm merging in these changes now, they will be in the 2.8 branch head > shortly. > -Paul > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es http://gvsig3d.blogspot.com Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org